Animal Crossing: Old Leaf

Discussion in '3DS - ROM Hacking, Translations and Utilities' started by froggestspirit, Jun 28, 2015.

  1. froggestspirit
    OP

    froggestspirit D/P/Pt Demix Guy

    Member
    1,063
    526
    Jul 28, 2011
    United States
    [​IMG]
    Image courtesy of @TheGrayShow1467
    Not sure if this is the right place, but I'd like to start this project, a ROM hack of Animal Crossing: New Leaf, and include content from Animal Crossing for the Gamecube.
    My main goals for this are:
    -Soundtrack from the GCN version (hourly themes, title, and load game are done)
    -Add more villagers (New leaf has 333, I want to add all villagers from previous games)
    -More than 10 Villagers per town
    -Town Acres similar to the gamecube version (cliffs, etc. Should be possible with model hacking)
    -Possibly "Unroll" the town. (this might be possible since buildings arn't rolled)
    -More gyroids playing simultaneously
    -Remove "flocky" textures (that will make the ground, villagers, etc. solid colors instead of the multi-shaded look)

    I still want to keep new content in of course, And I will be looking for people that can help with this project. I can easily do the music, and possibly some of the ASM hacking, but anyone experienced with a debugger, would be a great help. I'm open to suggestions aswell. I'll probably aim towards having this as a .CIA mod, and a LayeredFS project
     
    Last edited by froggestspirit, Jun 29, 2015
  2. Spzjulien

    Spzjulien GBAtemp Regular

    Member
    296
    66
    Sep 8, 2012
    France
    great !!, i cant help you, but im acnl fan :)
     
  3. Retr0Capez

    Retr0Capez GBATemp's Official Evil Genius

    Member
    426
    304
    Feb 4, 2015
    United States
    In my vision of the perfect world ruled by me
    Good idea. But the Ten villagers thing might not be possible since Gamecube had more power than 3DS, and the villagers will require some extra power.
     
  4. migles

    migles Mei the sexiest bae

    Member
    GBAtemp Patron
    migles is a Patron of GBAtemp and is helping us stay independent!

    Our Patreon
    6,620
    4,340
    Sep 19, 2013
    Saint Kitts and Nevis
    my dad works for nintendo.
    i don't think thats true... you are comparing consoles 10 years appart.. yeah, nintendo likes to release hardware 5 years later but still... even if the 3ds is a portable..
    just loook at games made for both systems, there is no way a gamecube is more powerfull than a 3ds...
     
  5. Retr0Capez

    Retr0Capez GBATemp's Official Evil Genius

    Member
    426
    304
    Feb 4, 2015
    United States
    In my vision of the perfect world ruled by me
    True, but this will also be adding alot of data with the extra villagers, and the 10 villager limit will need more power no matter what, so unless they want to remove somethings to gain extra power, the game might have some lag.
     
  6. Jinglefruit

    Jinglefruit Advanced Member

    Newcomer
    63
    35
    Mar 19, 2015
    -Add more villagers (New leaf has 333, I want to add all villagers from previous games)
    -More than 10 Villagers per town
    -Town Acres similar to the gamecube version (cliffs, etc. Should be possible with model hacking)
    -Possibly "Unroll" the town. (this might be possible since buildings arn't rolled)

    Adding more villagers should be possible, but it's far easier to edit existing villagers. Adding more means you have to edit or add code pretty much everywhere villagers are mentioned in the rom. ~ Like you might add them and all info, but the random number generator to determine who moves in will still only go to 333, so they won't be able to move in randomly etc.

    Same with more than 10 villagers. Which runs into the problem of the map limit, as the game auto crashes if you have more than 24 (might be a bit more) things on the map display. Also only 10 can be villager houses, if you duplicate a villager/add an islander house only 10 houses will show up.

    Cliffs and unrolling the map, I'm not sure what would happen if you tried. Cliffs would likely take a fair bit of work, (most top cliff from the side acres don't extend a full 16 tiles, and they have no ramps.) but you could potentially use the island style acres and add cliffs to them. Unrolling the map, I wouldn't even know how to go about.
     
    Last edited by Jinglefruit, Jun 28, 2015
  7. medoli900

    medoli900 Open the Benzenes Gates

    Member
    GBAtemp Patron
    medoli900 is a Patron of GBAtemp and is helping us stay independent!

    Our Patreon
    719
    244
    Jan 7, 2013
    Lavender Town
    Maybe make a New 3ds and an O3ds version, so you can have more RAM for the New 3ds version.
     
    Chelsea_Fantasy likes this.
  8. Retr0Capez

    Retr0Capez GBATemp's Official Evil Genius

    Member
    426
    304
    Feb 4, 2015
    United States
    In my vision of the perfect world ruled by me
    New 3DS might only be possible. The power that the gamecube had and wii had were close, and the N3DS has already been seen playing a wii game (Xenoblade)
     
  9. Keylogger

    Keylogger GBAtemp Advanced Maniac

    Member
    1,714
    364
    May 3, 2006
    France
    Adding Soundtrack from the GCN version is a great thing! GCN has the best soundtrack!
     
  10. froggestspirit
    OP

    froggestspirit D/P/Pt Demix Guy

    Member
    1,063
    526
    Jul 28, 2011
    United States
    Not really, the original was for the N64 in japan
    I'd be fine with trying to add more. The RNG should basically just be changing the constant 333 to whatever, the hard part is finding that constant (though we know it's 333).
    The cliffs should work, it's not much different than using the butterfly net to go up side cliffs or in rivers. Further more, if you places houses in rivers, they adjust to sit on the ground (riverbed).
    As for "unrolling", my only lead would be comparing the way the models are drawn outside VS inside buildings (since all building insides are unrolled iirc)
    I'm going to aim for just O3DS. Anything that runs on that should run on N3DS no problem, plus it wont create a rift between owners of different models

    And as for the 14 or so villager limit, It might be the hardest goal right now, so I'm not too worried about it. If anything, I'll probably re-structure the data, so that less used stuff is less used (like the letters they carry around, or memories of others)
     
  11. TheGrayShow1467

    TheGrayShow1467 屈折

    Member
    930
    1,188
    Oct 12, 2014
    United States
    Plus the GC ISO is 37 MB
     
  12. Jinglefruit

    Jinglefruit Advanced Member

    Newcomer
    63
    35
    Mar 19, 2015
    Well I mean the new villager could try to give the mayor a pic of themself and of course there will be no data for 334th villager pic and that could crash the game etc. Little details like that is why I'd always opt for editting existing villagers. Or at the least, editting existing first, and then move up to creating your own? Just a suggestion anyway, I'm sure you know a lot more about rom editing than I do. (well given as I didn't know people were doing it for acnl yet, but still. :P)

    And yeah, I know most things adjust height, but I was thinking more along the lines of having it look nice, as opposed to relying on glitches to get around. A beach ramp going into island level grass would be more like the original game and should only have 2 squares max here you'd clip into the floor slightly. And everything else should look that that was how the game was originally programmed. And you already know it's workable, glitchless land.

    And the villager limit I meant was a map limit. You can add more by removing re-tail/bridges/the town tree etc. But after a point if the game tries to load x surplus images onto the bottomscreen map it just crashes. ~ before that point it starts turning things to stars which is amusing, and making random things invisible (Like this town had 5 bridges and 4 town trees and instead it done this. -> https://40.media.tumblr.com/3a9390ab39ab357b1b1431736cb89812/tumblr_norh5ndht11sojdvio1_400.jpg
     
  13. TheGrayShow1467

    TheGrayShow1467 屈折

    Member
    930
    1,188
    Oct 12, 2014
    United States
    I did a thing pls notice me senpai. First attempt, I'll probably make a better version sometime.
    Animal Crossing Old Leaf.png
     
    froggestspirit likes this.
  14. froggestspirit
    OP

    froggestspirit D/P/Pt Demix Guy

    Member
    1,063
    526
    Jul 28, 2011
    United States
    I like how it looks, though I think the leaf is separate since it animates.
    If we have an easy way to view models, we can start doing textures for old ones. I'll probably start with the easiest stuff first like music, also, we can remove flocky textures so its solid colors like the first 3 games.
    I guess we can replace lesser-liked villagers first, and work from there, keeping the 10 villager limit until we can figure something out for it.

    Edit: @TheGrayShow1467 Mind if I use that picture in the first post?
     
    TheGrayShow1467 likes this.
  15. TheGrayShow1467

    TheGrayShow1467 屈折

    Member
    930
    1,188
    Oct 12, 2014
    United States
    Use it freely! I made it in paint.NET, so when I make a better version, I'll include a .pdn of it with layers and such.
    EDIT: Working on a newer/better version of the logo ASAP.
     
  16. froggestspirit
    OP

    froggestspirit D/P/Pt Demix Guy

    Member
    1,063
    526
    Jul 28, 2011
    United States
    it might be better to rip the title screen from the game and edit that, so it's the right size and such. great work though!
     
    TheGrayShow1467 likes this.
  17. TheGrayShow1467

    TheGrayShow1467 屈折

    Member
    930
    1,188
    Oct 12, 2014
    United States
    Thank you very much! The way I made it was I took the GC Animal Crossing logo and slapped it into the bottom layer. In another layer, I got the "New Leaf" leaf alone and resized it. In a layer above it, I redrew the leaf in orange. In the 2 layers above it, I did my light and dark highlights. Above those layers was my last layer, where I typed "Old Leaf" in FinkyHeavy. I did a small drop shadow after re-positioning the text layer. Once I thought it looked alright, I sandwiched the layers together and saved the image as a .png, then uploaded it.
    On the new one, I'm doing more or less the same thing, but putting more detail into the picture. If I knew where to look in the rom for the logo, I'd rip it out, edit it, and inject it back for testing.
    Newer/Improved

    Here is the .pdn if anyone would like it.
     

    Attached Files:

    Last edited by TheGrayShow1467, Jun 29, 2015
    froggestspirit likes this.
  18. Jarrad

    Jarrad GBAtemp Fan

    Member
    452
    58
    Mar 26, 2015
    Has there been any progress on this hack?

    Really love to see a ACNL hack that changes the current repetitive hourly music we've been listening to for almost 3 years lol.